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Forum > Suggestions > Epic Suggestions > Veteran Abilities Suggestion Thread
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Staz
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-------------------------------------------------------------------------------------------PLEASE READ!--------------------------------------------------------------------------------------------------:

I have split up the original post into THREE posts.
Post One (this one) is for Bort's comments
Post Two is for Suggestions http://goallineblitz.com/game/forum_thread.pl?thread_id=1690866&page=1#13806524
Post Three is for VAs that have already been added to the game http://goallineblitz.com/game/forum_thread.pl?thread_id=1690866&page=1#13807724

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Jed edit: Bort commented on some, I don't want to overload the OP, so I'll just link to them:
http://goallineblitz.com/game/forum_thread.pl?thread_id=1690866&page=39#29912134
http://goallineblitz.com/game/forum_thread.pl?thread_id=1690866&page=39#29912148

1. Do not post suggestions that help players earn more money
2. Do not post suggestions that help players train at higher percentages
3. I'm not fond of out of position penalty VAs, so if you're going to post those, think them out thoroughly, please.
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Bort Approved VA Suggestions:

Jab Step (Garbloom): +1% chance getting past a bump and run and +1% freezing the defender at the line.Originally posted by Bort
(if/when we add bump)

Solid Footwork (saintedix): Gives a +1% chance to hold block against a higher level player.Originally posted by Bort
is decent, not great

Seal the Edge (TE only)(Tehkyou): This Tight End knows how to make life easy for running backs. Each level of Seal the Edge gives the TE a 1% boost to speed, agility, and blocking when run blocking. Must be playing in the TE position. Requirements: 50 blocking

Technique Man (saintedix): Gives a +1% chance to break block when being blocked by a higher level player. Originally posted by Bort
more useful than solid footwork

Pocket Crusher (Tehkyou): This defender can destroy the QBs safety zone. Each level of Pocket Crusher gives the player a +2% boost to pushing blockers back as well as a boost to the distance the blockers are pushed back. Must be using Power Rush settings. (Requirements 50 strength, 250 lbs) Originally posted by Bort
I like the "power rush" requirement.

Bull Rush (Ken1): When someone's blocking this player and this player is stronger (ideally, post-equipment) by at least 10%, +3% chance per level of shedding the block. Originally posted by Bort
Would make strength based defenders more of an option

Bump and Run: I don't remember if this ever had any %'s associated with it. Hopefully, Bort can come up with something.Originally posted by Bort
(if/when we add bump)

In the Neighborhood(Ken1): +5% bonus per level to chance of deflecting a pass when in man but in Medium or Far coverage distance. (Rename to Tip Drill). Prereq: 40 Vision.

Dear Life Clinger(Tehkyou): When this player misses a tackle he is able to hang on till death (figuratively
speaking). Each level of Dear Life Clinger gives a +2% chance drag the ball carrier when missing a tackle. (Requirements:
40 tackling)Originally posted by Bort
Love the idea. Needs a better name.

Rip the Ball(Tehkyou): This vet takes advantage of opportunities. Each level of Rip the Ball gives a +3% chance to force a fumble when tackling a ball carrier who is currently being dragged. (Requirements: 50 Vision, Strength, and Tackling)

Sadist(RaunchyRob): Player has a +2% chance per level to gain morale when doing an action that lowers an opponent's morale (the gain is equivalent to the loss to the opponent).

Rooted to the Spot (TehKyou): Each level gives a +1% chance to resist being pancaked or pushed backwards. (works for reverse pancakes as well) Requirements: 225 pounds, 50 strength. (Staz: Perhaps rename to "Hold Ground" or "Dig In")
Originally posted by Bort
Might need a better name


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Suggestions the Bort would like to see detailed more - Please Comment. Details will be added to these suggestions

Mauler: needs a per level quantifier

Superb Back: Might make more sense as just a bonus to cutting ability

Ball Fight (GG): (Merged with Beat Man Coverage and 40" Vertical)): When covered in tight man coverage, the player gets +1%/level to SpeedAgility, Jumping, and Catching (until the ball is caught, if it is; no extra help for YAC). He also gets, in any coverage, a +1%/level bonus to his chance to catch a tipped pass. Prereq: 40 Jumping. (Ken1)Originally posted by Bort
Ken has asked for this one before, and I get the idea, but I don't like the speed bonus

Scoop and Score: Similar to Ball Hawk, but related to fumbles instead. Each level gives a 2% boost to speed, agility, and vision when a player notices the fumble. Staz Edit: I added 2% per levelOriginally posted by Bort
needs a per level quantifier

Downhill Defender (frondz): This defender excels against the run. Each level gives him a +1% bonus to breaking blocks and a +1% bonus to tackling on running plays.Originally posted by Bort
Should it have a drawback vs the pass?

-Towering Man (mbking): +3% bonus to pass deflections. Requires 40 Jumping (DE/DT only) Staz Edit: Added Prereq: 40 Jumping
Originally posted by Bort
I like it, maybe should have a height or jumping prereq?

Security Blanket(saintedx): Gives a +1% to deflect ball chance when covering a higher level player in man-to-man coverage.Originally posted by Bort
I like it, but would it ever be taken?
Staz Response: Yes, especially with the current league structure and so many players ending up playing against higher leveled competition

Steady Foot(saintedx): Gives player +1% kick distance and +1% kick accuracy kicking field goals and PATs against a higher level team.Originally posted by Bort
Higher level average, median, overall? How is higher level determined?
Staz Response: Average sounds good to me.

Adrenaline Junkie(THE PWNER): 2% decrease to energy loss when making or being tackledOriginally posted by Bort
I think 1% would be better, but would it be taken?
Staz Response: I think this would be something that players seeing a lot of tackles could invest in. Wouldn't be an intensely popular VA, but for those seeking to stay fresh late in the game, this could help.
Edited by Staz on Oct 29, 2009 16:34:36
Edited by Staz on Oct 29, 2009 16:32:36
Edited by Staz on Oct 29, 2009 16:32:21
Edited by Staz on Oct 29, 2009 16:31:19
Edited by Staz on Oct 29, 2009 16:29:23
 
Staz
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Welcome to the VA Suggestions. A lot of what goes on in this thread could be considered "discussion" as well as suggestion, so feel free to read through the 35+ pages and offer some of your opinions. This thread is responsible for quite a few of the changes in the VAs, including some new additions and some changes to existing VAs. The goal here is to compile as many legit VAs as possible to give each position a wide array of choices. This will lead to more diversity among VAs, which will increase the satisfaction with the concept.

Want to suggest a new VA? Want to add your opinion on a current suggestion? Want to alter a current VA? Feel free to do so.


░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░[RECENTLY ADDED IDEAS]░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░

Tough Runner(SAGA45): Reduce the morale effect of Big Hit/Monster Hit by 2% per level

Broken Will(SAGA45): Each level of Broken Will gives +3% chance to reduce defenders morale by an additional -3 when breaking a tackle, and double the effect of Power Through/Lower the Shoulder/Juke/Head Fake. Requires 50 confidence

Short Term Memory: Each level of Short Term Memory gives the player a +3% chance to cut the morale penalty of interceptions and fumbles in half.

Awe Inspiring (Defense): Each level of Awe Inspiring gives the defender a +3% chance to reduce the receivers confidence by 20% when playing man coverage (could be vision instead?)

Road Warrior: This player steps his game up when traveling. Each level of Road Warrior gives a +0.5 bonus to confidence and a +0.5 bonus to stamina when playing on the road.

Open Field Tackler: This player is adept at making the tackle in space. Each level of Open Field Tackler gives the defender a +2% bonus to avoiding fakes, and a +1% bonus to making the tackle when the runner is outside the tackles and/or more than three yards past the LOS. Does not apply to pass coverage.

Baiting the Throw: This defender knows how to lure the QB into throwing the ball into coverage. Each level of Baiting the Throw gives a +2% bonus to luring the QB to throw into coverage, and +2% chance to deflect the pass when in Man coverage.

Too Tall: This player has a knack for disrupting passing lanes. Each level of Too Tall gives a +5% chance to deflect a pass when rushing the quarterback.

Slot Specialist: This Wide Receiver excels as a slot receiver, looking for opportunities to make plays after the catch. Each level of Slot Specialist gives the player a 3% bonus to Route Running and Sticky Hands and a 1% bonus to Vision when playing in the WR3 slot.

Requirements: 60 Catching, 40 Vision


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Throwing/QB:


Carrying:
Staying Alive(GG): This player is great at finding ways to evade tacklers. +3%/level to Vision and +1%/level to Agility when running on at least 75% Evasive style. Prereq: 50 Vision. (Ken1)

Punishing Runner (drifter): This runner dishes out more than he takes. When tackled there is a 2% chance per level that the tackler takes an extra hit to energy and in game morale.

Shed Weight(Tehkyou): This player hates people hanging all over him. Each level of Shed Weight gives a +3% chance to break away from defenders dragging him down. (Requirements 50 strength)

Turn the Corner(Grim Truth): Each level of Turn the Corner gives a +1% bonus to speed and agility when the player is rushing outside, while still behind the line of scrimmage.

Receiving

Blocking:


Defensive (General):


Defensive Line

Coverage:
Physical Coverage: Give DB an increase to jamming his man at the line, needs a WR counter as well.

Tackling:

Kicking:

Special Teams:

General:
-Rooted to the Spot(Tehkyou): Each level gives a +1% chance to resist being pancaked or pushed backwards. (works for
reverse pancakes as well) Requirements: 225 pounds, 50 strength.






Abilities With a Lot of Promise, Just Need Final Touches

Throwing/QB Skills:
Tight Fit (GG): Enhanced ability to effectively pass into tight coverage. (Thread the Needle?)

Sly Fox (QB only)(Tehkyou): This QB does all the little things to trick defenders into hesitating. Each level of Sly Fox has a +3% chance against defenders vision checks. Example: looking off defenders, hiding behind blockers before breaking out for a run etc. (Requirements: level 40, 6 points in field general)
[Staz Edit: What about just applying this to a % increase to Pump Fake and Turn Shoulder?]

Golden Legs (QB only)(Tehkyou): Each level of Golden Legs gives the Quarterback a +1% boost to speed, agility, break tackle chance, and fake chance when running from the QB position. (requirements: 50 speed 40 carrying)
[Staz Edit: What about applying this to purely the QB scramble? Or when a QB tucks and runs on a designed pass play? Would prevent huge boost to pure rushing QBs.]

Carrying:

Receiving
Stutter step (PackAttack785): Corner becomes more likely to bite on improvised routes. (5%/Level Increase in Chance to Fake Defender While Running Route on Creative?)

Sideline Trapezist (GG): Gives boost to catching balls thrown towards the sidelines.

Blocking:
Leg Drive (GG: Gives ability to get extra push.

Leverage (frondz): This player has learned to use leverage and positioning in order to gain an advantage in blocking his opponent. Each level gives a +1% bonus to holding a block.


Defensive (General):
Fast Hands (frondz): This defender has learned to use his hands to get a blocker off of him. Each level gives a +1% bonus to breaking blocks.

Low Center of Gravity (frondz): This player knows that staying low is the best way to beat a blocker and hold his gap. Each level gives a +2% bonus to holding his ground against a blocker and avoid being pushed back.

Wide Range (frondz): This player has great lateral movement and can play sideline to sideline. Each level gives a 1% bonus to speed, vision, and agility when having to cover RBs out of the backfield or running off tackle.

Coverage:
The Three-Handed Man(Rot): 2% to re-roll on interception failures. increases by 2% each level.

Read the QB's Eyes (Mavfatha) +1% (per level) to "see" where the QB will throw the ball and get in position to knock it down or intercept it

Alligator Arms(elfuego51): This LB is a major presence in the middle of the field. This skill makes WR worried about getting drilled with a monster hit going over the middle. This LBs presence increases the chance of a dropped pass due to the WR not extending his arms in order to protect himself from the hit. The percentage may also be increased by a multiplier if this LB has previously laid down a Monster Hit on a WR.

Tackling:
Highlight Reel Hitter(VirgoIII): Req: 800 fame, Monster Hit - The player is so intimidating that ball carriers will try to circle back in order to evade him. Each level increases the chance that a ball carrier will try to run away from the player while within a semi-circle radius.


Kicking:
On a Roll (Bort): K gets a % increase to confidence for each consecutive field goal made

60 Yarder (GG): Increases ability to kick extra long distances (no accuracy boost)

Special Teams:

General:
Jump Ball: Gives player a % increase to catching a pass during a jump ball situation. Would be good for both DBs and WRs.

Winner (BP): 5% Chance/Level to boost one primary attribute by 10% when leading by less than 10 in the 4th quarter (Can be considered that "Killer Instinct"). Would help put teams away in the 4th

Aggression (dada35): Could have a % chance of activation. Bonus to player, whether it be breaking tackle, forcing fumble, big hit, etc. Needs to be "anger related". Could be an increase to strength/speed as well. Something you'd picture when thinking of a pissed off player.

Cooler Head (Ken1): When tied or behind and a play occurs that could cause a teammate to lose Morale, a 3%/level chance to cut the Morale loss in half. Prereq: 40 Confidence.

Tough (frondz): This player is tough as nails. Each level reduces the effects of stamina reduction (getting tackled, run over, pancaked, etc) by -5%.







EDITS to Current VAs:
Big Heart(zollins5):I have a suggestion for an existing one. Big Heart should only activate in 4th quarter, and stay active until the end of the game. I don't see the point of being down....16 points, and getting a field goal, taking you down to 13 behing and deactivating it.....or giving up lol. I just think it would make more sense for it to work later and longer. And I don't think 2 minutes would be long enough, unless only down by 7 or less.


Clever Instinct:
-Should be increased to +3% chance. Right now its almost an exact mirror to Quick Feet, except that QBs can use it now, and that it requires you to be up against higher level players where as Quick Feet would always activate for the HBs regardless.
-Agreed on Clever Instinct. The trade-off for the limitation to higher level players should be that you get +3% rather than +2%. (Ken1)

Possession Receiver:
-Can probably be increased to +3% as well because not many routes are under 8 yards and it only adds to catching chance, and a possession receiver should catch a pass that close anyway.
-I wouldn't increase the bonus, but let it go up to 10 yards. (Ken1)

Hard Count:
-Can go to 3%. OR Keep it 2% except during crucial plays (3rd/4th downs, 4th Qtr, overtime) which goes up to 3%
-I agree with moving Hard Count and Power Tackler to 3%. (Ken1)

David vs. Goliath:
-One can be increased to 2%. A power back would be using Bruiser to counter it anyway.
-I very strongly disagree on David vs. Goliath, as doubling its strength would be a giant buff to the low-Strength, low-Tackling LB's who should have lots of trouble against power backs. It would be a huge power back nerf. (Ken1)

Mr. First Down:
-Maybe a full yard instead of a half yard to improve its activation chance?
-Mr. First Down should remain 0.5 yards, but be 5%/level rather than 3%. I love the concept, but the low chance of triggering even if the situation matches it is why none of my players have it.(Ken1)

Clock Manager:
-Should also gives a +1% vision during the 2 minutes when your team is trailing

Other Vet Related Things:
-Vet XP log(qtbice): Similar to the standard experience points log, having a log to see how many vet experience points we got on what day, and when we 'leveled up' could be a nice touch

Edited by Staz on Nov 30, 2009 12:18:56
Edited by Staz on Nov 30, 2009 12:18:30
Edited by Staz on Nov 30, 2009 12:17:43
Edited by Staz on Nov 30, 2009 12:17:06
Edited by Staz on Nov 30, 2009 12:16:55
 
Staz
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VAs Added Due to This Thread



Abilities that have been added:
-Hail Mary (GG):3%/level boost to pass quality on any pass thrown over 30 yards. (Ken1)
-Clever Instinct(saintedx): Gives player +1% fake chance against players of higher level
-YAC Attack (Ken1): +5%/level bonus to break tackle chances after he catches a pass. Prereq: 40 Carrying.
-Downfield Blocker (nalvest):Players receives a bonus if he blocks defenders players more than 5 yards beyond the line of scrimmage
-Showboat Blocker(Ken1): If he Pancakes someone, he showboats about it, with a 5%/Level bonus to the morale loss of the Pancake victim.
-Screen Blocker(Ken1): Whether lead blocking for a screen pass recipient or holding other rushers off on a screen pass, +3%/level bonus to hold blocks on screen plays, and +1%/level to Speed on such plays to get in front of the carrier.
-Anticipate Snap Count (Ballsdeep69): For Defensive Players - Increases player's chance to jump the snap, increasing his chance to beat his man, by 3%. Increases chances of jumping offsides by 1% (Did some editing on original idea)
-Blitzer(TheInfinity): Gives a 5% Chance of the player causing the QB to be hurried simply due to the fact that they are Blitzing. +1% per level. (Applies only to DBs/LBs) Renamed to Fearsome
-3rd Down Stopper(Ken1): +3%/level bonus to chance to bat down a pass attempt on 3rd down (with more 3rd down conversions than in real life, this could help with that).
-Tip Drill (bruser23): Players have a +3% chance to catch tipped pass. +3% lvl. Renamed to Ball Hawk
-David vs. Goliath (saintedx): Gives a +1% chance to tackle a higher level player.
-Nail in the Coffin(saintedx): Gives player +2% chance to successfully kick a coffin corner punt when punting to a higher level returner.
-2 Min Drill (GG: Enhances ability to lead the team up field a la Tom Brady in the last 2 mins of each half. Renamed to clock manager
-Underneath: Gives a speed/agility/catching bonus to receivers running the underneath routes. Usually, this is the slot man, or TE. Renamed to Possession Receiver
-In the Shadow(vike fan 4 life): Give P some sort of bonus when kicking from within your own 10. Renamed to Leg of Steel
-Game Winner(hellraiser1): Similar to Clutch, only for Ks within the final 2 minutes, when trailing by 3 or less. Bonus goes to FG accuracy within the 60 yard mark. Renamed to Laces Out
-Catch in Traffic(Tehkyou): Each level gives a +3% chance to hang onto the ball when hit in the middle of a catch attempt (requirements: 50 catching and carrying, level 40) - Renamed to Nerves of Steel
-Helmet Crash (GG):When this player tackles an opponent of lesser Strength than himself, 2%/level chance to hit him hard with the helmet and cause him losses of -3 Morale and -3 Energy over and above that which he would normally lose from the tackle. (Ken1)
-Halftime Speech(turnerhero): Until we get coach characters who would I assume be able to boost team morale at the half if they're getting killed, this could be a great way to counteract simply being outmatched. You could give a great speech at the half after the coaches get done doing their thing, to your teammates, and bring their morale up by 5 points per point spent in the ability...so...+5 points to Morale of all players on the team during halftime for every 1 point in this ability.(Value should be changed, Ken1 suggested +1 point moral per 1 level)
Heart of a Champion:
-Should be +2 for playoff games. Yes, that can be +30 Confidence, but to get it you have to invest in something that won't trigger in the regular season at all. (Ken1)
Edited by Staz on Oct 29, 2009 16:13:23
 
Rot
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http://goallineblitz.com/game/forum_thread.pl?thread_id=1685697
There are a few that include interceptions
Last edited Dec 23, 2008 11:22:36
 
Staz
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I'll include the int %, but until we can prove that sure hands doesn't work for INTs, I think we'll leave the 2nd one alone. I'll look through the other suggestions, though.


Edit: I know Bort has mentioned before that catching is catching, whether you're on defense or not. I'll add it, though.
Last edited Dec 23, 2008 11:30:02
 
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QB - In the Zone. Each level would increase the chances of making the perfect read and throw on a play, resulting in a reception. The Attribute stacks on itself with each conseq. completion. First level 5%, 2nd 10%...all the way up to 15 where if you had 14 conseq completions...there's a 75% chance your next attempt would be automatic, the other 25% would be rolled like an ordinary play.


All Players - Focus, after an unsuccessful play...you'd have at 2% a level chance of making a play (as defined by clutch) the next snap.


All Players - Winner - 5% chance per level of a random 5% attribute boost to one primary attribute when you team is in the lead, resets every snap.

DB's/LB's - Sixth Sense - More then vision, you have scouted your opponent well enought to KNOW what play is going to be run. Each level gives you a 1% chance of being at the right place at the right time...if it's a pass you will know the route of your man and stick like glue, if it's a run you get a major jump to defend it.






 
mikeedangerr
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Originally posted by BP
QB - In the Zone. Each level would increase the chances of making the perfect read and throw on a play, resulting in a reception. The Attribute stacks on itself with each conseq. completion. First level 5%, 2nd 10%...all the way up to 15 where if you had 14 conseq completions...there's a 75% chance your next attempt would be automatic, the other 25% would be rolled like an ordinary play.



Far too high a %

However, the idea of six sense is really good. This game, like the NFL favours offenses imo, would help create some v.close games. That would be immense combined with clutch
Last edited Dec 23, 2008 11:44:00
 
Staz
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I agree. I like in the zone, but 75% is just a touch high. Maybe increase of 3%?
 
Staz
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Could change "Winner" to "Killer Instinct" and make it more of a close game bonus? When you've got a small lead, gives a bonus to a skill?
 
BP
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Originally posted by Staz
I agree. I like in the zone, but 75% is just a touch high. Maybe increase of 3%?


maybe 5% is too high when stacked on itself....the completion % here is already pretty high. 3 % stacked up to 45% automatic after 14 completions if you had 15 in the ability would probably be sufficient.
 
Staz
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That could work. Also, sixth sense.

Sixth Sense - More then vision, you have scouted your opponent well enought to KNOW what play is going to be run. Each level gives you a 1% chance of being at the right place at the right time...if it's a pass you will know the route of your man and stick like glue, if it's a run you get a major jump to defend it.


I like the idea, could use a bit more fleshing out. Now, would it basically be an increase to vision, because that's how the sim puts you in the right spot.

OR, could it be an increase to "play recognition". If a team runs the same play too many times, the defender could break from his regular assignment when he 'recognizes' the play?
 
BP
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Originally posted by Staz
That could work. Also, sixth sense.

Sixth Sense - More then vision, you have scouted your opponent well enought to KNOW what play is going to be run. Each level gives you a 1% chance of being at the right place at the right time...if it's a pass you will know the route of your man and stick like glue, if it's a run you get a major jump to defend it.


I like the idea, could use a bit more fleshing out. Now, would it basically be an increase to vision, because that's how the sim puts you in the right spot.

OR, could it be an increase to "play recognition". If a team runs the same play too many times, the defender could break from his regular assignment when he 'recognizes' the play?


yeah, I think it would have to include a vision component...maybe your vision for that play would jump to 100, you would break from your normal assignment immediately to where the play was headed and the rest would be left up to your attributes. Sixth Sense, Play Recognition..whatever it's be called is cool...but it's basically the experience of a Vet in having seen so many snaps, they are able to figure out the call before the snap.

Last edited Dec 23, 2008 12:02:04
 
Staz
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Good start, could use some more details to make it work. We need some of those great GLB minds in here lol
 
Rot
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Originally posted by staz
Scoop and Score: Defensive Player with high speed/agility is more likely to pick up fumble and run

now there is a solid ability. I really like that one!


 
Staz
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Added that it needs a min requirement in either speed or agility, possibly both
 
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